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 How hard would an AI mod be for KSP?

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Hierarch CMA
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PostSubject: How hard would an AI mod be for KSP?   Sat Nov 16, 2013 10:58 pm

I know basically nothing about AI, but does anyone know how hard it would be to implement AI/'NPC' ships into Kerbal Space Program?
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Tiel+
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PostSubject: Re: How hard would an AI mod be for KSP?   Sun Nov 17, 2013 12:16 am

Isn't there a KSP thread?

And yes, very difficult, given there's no framework for it to begin with. It's not as simple as adding in a model or coordinating two instances of the game to overlap...it's figuring out a plethora of behaviors to fit the game mechanics contingent on a variety of variables and conditions (when is send shuttle to mun?), then coding it in such a manner so as to be both streamlined and believable.

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PostSubject: Re: How hard would an AI mod be for KSP?   Sun Nov 17, 2013 4:38 am

Tiel+ wrote:
Isn't there a KSP thread?

And yes, very difficult, given there's no framework for it to begin with. It's not as simple as adding in a model or coordinating two instances of the game to overlap...it's figuring out a plethora of behaviors to fit the game mechanics contingent on a variety of variables and conditions (when is send shuttle to mun?), then coding it in such a manner so as to be both streamlined and believable.

Not to mention the AI would have to work with KSP-physics, leaving us with the problem of controlling a spacecraft properly.
The only solution I can think of would be MechJeb-autopilot code.
Also having to compute for the active player craft as well as AI craft would put heavy stress on the RAM especially with oter mods installed.
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PostSubject: Re: How hard would an AI mod be for KSP?   Sun Nov 17, 2013 2:03 pm

Yeah, I forgot about the other one, thanks.
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